New Update: Barricades block bullets from BOTH directions now.

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adrenalinetooth
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New Update: Barricades block bullets from BOTH directions now.

Post by adrenalinetooth » 26 Jul 2018, 23:58

What the actual fuck even.
It's like the devs wake up and say, "How can we make the game less fun next update?"

Now in order to shoot over barricades you have to be standing either on them or next to them.
What is the thought process behind this even? Why the hell do we need this?

And please don't say realism, not in this game where tanks get destroyed by a few magazines of assault rifle ammo, and CAS can be called on space stations..
Last edited by adrenalinetooth on 27 Jul 2018, 00:25, edited 2 times in total.

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Coat McMutton » 27 Jul 2018, 00:15

adrenalinetooth wrote:
26 Jul 2018, 23:58
Now in order to shoot over barricades you have to be standing on them, where the xenos can slash you.
Incorrect. Please read the log correctly instead of making a hotheaded complaint before finishing your thought. Standing in a tile in the cade's Moore neighbourhood will also allow your shots to pass 100% of the time. Double-layers still allow you to shoot without hitting the cades while being out of range of xeno slashes.
This update is the death of 4 layer onion FOBs and forces different spacing techniques if you want to save your cades. And even then, depending on your distance to the cade, your shots have a chance to pass from either direction. The closer you are, the more likely your shot is not blocked.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Solarmare » 27 Jul 2018, 00:17

I suggest a bit of reading comprehension, as it states on or next to a barricade tile. Standing a tile behind as you should do usually isn't changed here it seems.
This just seems to tackle to the four row barricades that aren't very good for xenos to break down.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by adrenalinetooth » 27 Jul 2018, 00:19

Coat McMutton wrote:
27 Jul 2018, 00:15
Incorrect. Please read the log correctly instead of making a hotheaded complaint before finishing your thought. Standing in a tile in the cade's Moore neighbourhood will also allow your shots to pass 100% of the time. Double-layers still allow you to shoot without hitting the cades while being out of range of xeno slashes.
This update is the death of 4 layer onion FOBs and forces different spacing techniques if you want to save your cades. And even then, depending on your distance to the cade, your shots have a chance to pass from either direction. The closer you are, the more likely your shot is not blocked.
The barricades are all the same height and shape, so if you aim above the first one why would it hit the barricade two feet in front of it?
Last edited by adrenalinetooth on 27 Jul 2018, 00:23, edited 1 time in total.

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Rohesie » 27 Jul 2018, 00:22

The damage cades will take now from baldies shooting them from afar will be quite something...

And snipers in HvH, who were already a big issue, will be quite the headache now.

This appears at fist glance as a terrible update. I'll observe and hope I'm wrong.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Solarmare » 27 Jul 2018, 00:22

If firing on the tile next to the barricade isnt working then i suggest a gitlab with a bug report, it should function for that as stated at least.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Coat McMutton » 27 Jul 2018, 00:35

Solarmare wrote:
27 Jul 2018, 00:22
If firing on the tile next to the barricade isnt working then i suggest a gitlab with a bug report, it should function for that as stated at least.
I'd like to direct your attention to the time this was posted. The forum post existed before the marines dropped in the first round this change was implemented.
adrenalinetooth wrote:
27 Jul 2018, 00:19
The barricades are all the same height and shape, so if you aim above the first one why would it hit the barricade two feet in front of it?
Because marines' training is garbage and so are their weapons. Also, bullet drop - hitting a cade becomes more likely the further it is away.
And for the real reason: Because this is a game and this update is supposed to force marines into a more aggressive role by nerfing their defensive capabilities. You said it yourself, arguing with "realism" is invalid, for both sides.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by adrenalinetooth » 27 Jul 2018, 00:40

Coat McMutton wrote:
27 Jul 2018, 00:35
I'd like to direct your attention to the time this was posted. The forum post existed before the marines dropped in the first round this change was implemented.
I went into the REQ line and shot at the cade facing north to south to gauge the distances.
Coat McMutton wrote:
27 Jul 2018, 00:35
Because marines' training is garbage and so are their weapons. Also, bullet drop - hitting a cade becomes more likely the further it is away.
And for the real reason: Because this is a game and this update is supposed to force marines into a more aggressive role by nerfing their defensive capabilities. You said it yourself, arguing with "realism" is invalid, for both sides.
Cool, so we have this whole metarushing issue going on, and the devs are just actively encourage more metarushes instead of having places to defend.

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Coat McMutton » 27 Jul 2018, 00:46

adrenalinetooth wrote:
27 Jul 2018, 00:40
Cool, so we have this whole metarushing issue going on, and the devs are just actively encourage more metarushes instead of having places to defend.
Yeah, this is my main gripe with this update thematically. Weakening defensive structures when the intended gameplay is to be pushed back from the planet and having to defend on the Almayer after failing the initial major confrontation. It will also weaken defenses on flanking routes, as those have even fewer marines actively manning them, and passing marines shooting at skirmishing xenos now has the the risk of opening the cades for them through FF.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Lorem123 » 27 Jul 2018, 00:48

Xenos already have a super easy time with sieges. Why was this necessary?
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by adrenalinetooth » 27 Jul 2018, 00:56

Coat McMutton wrote:
27 Jul 2018, 00:46
Yeah, this is my main gripe with this update thematically. Weakening defensive structures when the intended gameplay is to be pushed back from the planet and having to defend on the Almayer after failing the initial major confrontation. It will also weaken defenses on flanking routes, as those have even fewer marines actively manning them, and passing marines shooting at skirmishing xenos now has the the risk of opening the cades for them through FF.
The only thing I can see happening here is that since FOBs won't take up much metal, marines on initial contact will have metal to hunker down and secure the front line near the middle of the map. However, stacked defenses were completely counter able by aliens and a nerf was completely unnecessary.

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Grubstank » 27 Jul 2018, 01:15

The aliens already had countless counters to onion FOBs. In a lot of ways, "brute forcing" the defensive advantage by just throwing more metal at it was the only remaining way to make defense viable at a large scale.

On every map, boilers and flanking have proven themselves reliable counters to the onion FOB.

I would be very happy with this update if cade strength/repairs were given considerable buffs in return, but I can't really get behind this as a standalone update
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Grubstank » 27 Jul 2018, 01:18

Followup question: does barricade orientation now have any bearing on the block % chance? If not, this is actually a massive nerf to defense meta: you can fit three rows of barricades into 2 tiles.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Surrealistik » 27 Jul 2018, 01:22

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by CABAL » 27 Jul 2018, 03:31

Nerf for Marines... Cool. Nerf for benos when? Nigdy.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by spookydonut » 27 Jul 2018, 09:11

Please consolidate your salt into one thread instead of three.

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Davidchan » 27 Jul 2018, 09:17

spookydonut wrote:
27 Jul 2018, 09:11
Please consolidate your salt into one thread instead of three.
Doctor said I should spread it out over numerous meals to allow my body to deal with it.

Still, never once heard a complaint from anyone about shooting over barricades at a distance. Whens devour getting reworked so its not permastun. Whens body dragging getting looked at. When is being pounced around corners getting fixed? The priorities and lack of feedback from coders is more than mildly infuriating at this point.

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Sulaboy » 27 Jul 2018, 10:00

Davidchan wrote:
27 Jul 2018, 09:17
Doctor said I should spread it out over numerous meals to allow my body to deal with it.

Still, never once heard a complaint from anyone about shooting over barricades at a distance. Whens devour getting reworked so its not permastun. Whens body dragging getting looked at. When is being pounced around corners getting fixed? The priorities and lack of feedback from coders is more than mildly infuriating at this point.
What you might have heard complaints about is multi layers of cades. Having to get through 5 lines of cades can be a real issue. I imagine that was the purpose of this change, it helps stop delay.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Build_R_ » 27 Jul 2018, 10:23

The unrobust xenos still haven't recovered from the queen death nerf, this may be an effort to stop the increased amount of marine wins.
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Davidchan » 27 Jul 2018, 10:27

I mean, every T3 except maybe Hivelord and Praetorian has some manner of doing massive damage to cades or disrupting defenders. In addition to most LZs and locations have multiple entry points. Are basics tactics and common sense too much for xenos to comprehend that we have to continually nerf any marine strategy that has a hope of working into the ground? What irks me is that this doesn't even come with an overall buff to Cade HP to offset the nerf.

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by spookydonut » 27 Jul 2018, 10:46

Davidchan wrote:
27 Jul 2018, 09:17
Doctor said I should spread it out over numerous meals to allow my body to deal with it.

Still, never once heard a complaint from anyone about shooting over barricades at a distance. Whens devour getting reworked so its not permastun. Whens body dragging getting looked at. When is being pounced around corners getting fixed? The priorities and lack of feedback from coders is more than mildly infuriating at this point.
pouncing around corners literally isnt a thing.

dragging and devour are basically fixed.

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Casany » 27 Jul 2018, 11:01

spookydonut wrote:
27 Jul 2018, 10:46
dragging and devour are basically fixed.
*Majority of players say there's something wrong with a part of the game, have been saying it for a while*
*Devs do nothing about it, decide to nerf marines again*
*"It's basically fixed"*

Oh yeah also

*Players voice legitimate complains about a recent update*
*”Salt”*
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Re: New Update: Barricades block bullets from BOTH directions now.

Post by spookydonut » 27 Jul 2018, 11:47

Casany wrote:
27 Jul 2018, 11:01
*”Salt”*
yep

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Davidchan » 27 Jul 2018, 12:47

spookydonut wrote:
27 Jul 2018, 11:47
yep
Please continue to show your maturity and set a high standard for what players can expect from coders and staff.

'Mostly fixed' and 'Not even a roadmap to show to playerbase' are vastly different statements, and between a closed source code with no community discussion on pending changes and a gitlab that often ignored by the coding team, players rarely are given any reliable information onto what upcoming updates could change or what coders even consider problems in terms of gameplay and mechanics.

What fixes? I was pounced around a corner as a medic by a runner just today. My bullets were striking a wall but the runner had no problem tearing my face open.

How is devour being fixed? Because the current status of 10 minute stun that only ends with the xeno regurgitating the marine or the marine being deleted after 10 minutes is not fixed. 'You can still stab them if you had a knife in hand when devoured' doesn't count for shit either since you can't draw or hold your knife while prone and stunned. And lets not forget that devouring a marine confers zero debuffs to the xeno aside from the inability to devour another while one is in their stomach.

How is corpse dragging being addressed and fixed? I've seen no announcements or any accessible information regarding the status of a 'fix' or what direction staff and coders are taking in regards to it. Are xenos being restricted from dragging dead or non-infected corpses? Is defib timer being adjusted? Are marines being giving another option to revive dead comrades such as cloning?

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Re: New Update: Barricades block bullets from BOTH directions now.

Post by Casany » 27 Jul 2018, 12:50

Davidchan wrote:
27 Jul 2018, 12:47
Please continue to show your maturity and set a high standard for what players can expect from coders and staff.

'Mostly fixed' and 'Not even a roadmap to show to playerbase' are vastly different statements, and between a closed source code with no community discussion on pending changes and a gitlab that often ignored by the coding team, players rarely are given any reliable information onto what upcoming updates could change or what coders even consider problems in terms of gameplay and mechanics.

What fixes? I was pounced around a corner as a medic by a runner just today. My bullets were striking a wall but the runner had no problem tearing my face open.

How is devour being fixed? Because the current status of 10 minute stun that only ends with the xeno regurgitating the marine or the marine being deleted after 10 minutes is not fixed. 'You can still stab them if you had a knife in hand when devoured' doesn't count for shit either since you can't draw or hold your knife while prone and stunned. And lets not forget that devouring a marine confers zero debuffs to the xeno aside from the inability to devour another while one is in their stomach.

How is corpse dragging being addressed and fixed? I've seen no announcements or any accessible information regarding the status of a 'fix' or what direction staff and coders are taking in regards to it. Are xenos being restricted from dragging dead or non-infected corpses? Is defib timer being adjusted? Are marines being giving another option to revive dead comrades such as cloning?
Nah these aren’t valid complaints it’s *”salt”*.

Right Spooky?
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